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Greg K.

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  1. Hi Steve, I noticed that everything about the Hapkido Breaking Throw and Hwa Rang Do Throw maneuvers were identical except that Hwa Rang Do lacks the disable element. Since they have identical costs, should the disable element be added to the Hwa Rang do Throw or removed from the Hapkido breaking throw? Thanks. P.S. I also need to give you the correct spelling of one of the UMA playtester's last name. The guy, who was new to our group at the time of the playtest was fishing when I sent in his name so I guessed at the spelling. Should I post the correct spelling here or send it to you in private email so that he can be properly identified after all these years.
  2. re: orignal Champions I am still waiting for the Guardians sourcebook by Mr. MacDonald--it has only been about 20 years. BTW, speaking of cool Champions characters, I really liked George MacDonald's version of Quantum from Dragon Magazine #101. Her powers grew stronger or weaker depending on the level of the threat.
  3. re: EC for Magic I have no problem with Magic ECs. I view ECs as manipulating a source of energy or matter for various effects.
  4. re: Hero Points Heres a thought Back in Adventurer's Club #5, George MacDonald suggested the idea of using an unspent experience point to guarantee that the character makes a roll.
  5. re: UNTIL Superpowers Database Powers that I would like to see that have not yet been mentioned these come from Steve Kenson's Ultimate Powers Guide for the Marvel Superhero Adventure Game Animal Duplication: You can duplicate the abilities of any animal. Examples of characters with this power are Animal Man and Vixen Dimension Control: You can change the number of physical dimensions you occupy. The number of dimensions you occupy at a given moment grants you specific powers. Dream Control: You can manipulate dreams. Evolution: Summoning neanderthal and protoplasmic evolutionary forms. Magic Control: The character cannot cast spells but rather alter the flow and behavior of magic. The character can Deflect/reflect (Magic only), change the nature of a spell, Aid (magic spells), Absorption (magic), Dispel (magic), Drain (magic), suppress (magic) Parasitic Implantation: Putting a parasite into another being which then serves as a host. Resistance to Entangle Resistance to Displacement : Using Power Defense to simulate the character that is resistant to Teleportation or Extra Dimensional Movement with the Useable Against Others advantage Serial Immortality: If the character dies they spirit inhabits a new body that is either recently deceased or was prepared for such an occurance Spirit Control: The character can control ghosts and spirits. Mind Control (Spirits), Animate Spirits, Astral Projection, Detect (Spirits), Negate (Mind Control), Drain (Strength, Dex, Con), Summon Spirits, Entangle spirit, Communicate with past lives, Force a spirit into another body Space Control: You can stretch and twist space to create various effects. Running, Speed Drain (to slow opponents) (?), Teleportation Gateways, Missle Deflection, Energy Blast (area effect), RKA or Transform ("Disintegration"), Negate (teleportation and extra dimensonal movement)
  6. Steve, I had a few questions regarding a few powers. Desolidification When using Desolidification to simulate Invulnerability to an attack type (e.g., Electricity), would an Electrical based Energy Blast with the power advantage Affects Desolid affect the character with Desolidification (only vs. Electricity)? Power Defense Magic Resistance" Power Defense (magic only). Does a player still need to buy PD,ED, Flash Defense, and Mental Defense all with the limitation Magical attacks only for attacks based on these sources? How much would a limitation "only vs. Teleport and Extra Dimensional Movement with the useable against others" be worth on Power Defense to simulate a "Spatial Anchor" power? Thanks.
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